Planet Coaster on track for Q4/2016

But what about the team? Was it smaller or bigger than now?

I still think that 2 years are pretty short for such a big game!
 

Harbinger

Volunteer Moderator
Not sure on the numbers back then, I expect the in-game credits may give you a clue on that one. Frontier were a smaller studio back in 2004 but it's also likely the entire studio was working on a single project at any one time whereby now they are a larger studio but working on multiple projects simultaneously.

I seem to recall they mentioned their devs are split pretty evenly between Elite Dangerous and Planet Coaster with ED having slightly more than PC in a recent release to stock holders. As such you're probably looking at around 100 devs working on Planet Coaster.
 
I seem to recall they mentioned their devs are split pretty evenly between Elite Dangerous and Planet Coaster with ED having slightly more than PC in a recent release to stock holders. As such you're probably looking at around 100 devs working on Planet Coaster.
And bear in mind that when we talk about "devs", they'll be split into many disciplines (managers, designers, engine programmers, gameplay programmers, audio designers, audio programmers, artists, user interface design, QA, probably more). Some such as audio and engine may split their time between PC and ED depending on demand. Frontier have a pedigree in delivering games to time and budget constraints, so if they're estimating Q4 they'll be pretty certain they can hit it. I suspect that they have a range of potential release dates throughout Q4, but the big overriding goal will be to drop the game prior to the Christmas period where retail sales tend to take off.
 

Brett C

Frontier
You could get away with more 12 years ago because the resolutions were lower so character modelling didn't require as much time and effort.

If it was indeed in development for a single year it's likely why the game was criticized at the initial launch. Rushed to release by Atari, they haven't changed much. ;)

It was fleshed out in the expansions so it did take an extra year to get to where it ultimately ended up.

12 years huh.... [big grin]

A decade ago, computers weren't 100% common with true multi-core support in mass, that stuff was costly - let alone quad core. GPU's back then compared to today's models would have a meltdown if it were to remotely attempt VR, let alone high poly textures.
 
Perhaps something that can only be confirmed by some of the devs who were around at the time (Jonny Watts, Sam Denney etc.) but Frontier's web site states that the RCT2 expansions (the last of which was released in November 2003) "were a great lead-in to our work on RollerCoaster Tycoon 3 and provided us with invaluable experience of getting to know Chris’ original games."

As RCT3 launched 12 months later it looks like they only worked on the initial version for a single year.
I read about that before, thats really cool! I wish you guys didn't have to break apart. Still blows me away how fast you built this and RCT3. PC really is the true sequal, while RCTW is like teaching you what NOT to do [praise] I wonder what you could do in more time?
 
Last edited:
Back
Top Bottom